#include "FortConstructorBASE.h" void AFortConstructorBASE::OnNeighborEndPlay(AActor* Actor, const TEnumAsByte EndPlayReason) { } void AFortConstructorBASE::OnNeighborDied(AActor* DamagedActor, float Damage, AController* InstigatedBy, AActor* DamageCauser, FVector HitLocation, UPrimitiveComponent* FHitComponent, FName BoneName, FVector Momentum) { } void AFortConstructorBASE::OnBasePawnDied(AFortPawn* Pawn) { } void AFortConstructorBASE::OnBasePawnDestroyed(AFortPawn* Pawn) { } void AFortConstructorBASE::OnBaseCollisionUnTouched(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex) { } void AFortConstructorBASE::OnBaseCollisionTouched(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) { } void AFortConstructorBASE::GetResourceAmountsBasedOnUpgradeTier(int32 TierOneUpgradeAmount, int32 TierTwoUpgradeAmount, int32 TierThreeUpgradeAmount, int32& WoodResult, int32& StoneResult, int32& MetalResult) { } TArray AFortConstructorBASE::GetBuildingActorsInBase() { return TArray(); } void AFortConstructorBASE::AddNeighborToBaseOnFinishedConstruction(ABuildingSMActor* PlaceOn) { } AFortConstructorBASE::AFortConstructorBASE() { this->NodesToAffect = 3; this->BaseLevel = 0; this->DamageAttributeSet = NULL; }